Dungeon Crawl Classics #12.5: Iron Crypt of the Heretics

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

Many centuries ago, a band of paladins fell from grace. These blackguards were defeated after a great battle and their grim fortress, the Iron Tower, was razed. A small abbey was established near the ruins, where generations of monks mixed ancient eldritch wards, mighty clockwork traps, and multiple failsafes to build the Iron Crypt of the Heretics. Three mighty vaults ensured that its evils would be sealed for all eternity. But unbeknownst to the brotherhood, their impregnable crypt had a single weakness: the very monks that had built it, for they knew its secrets. When a devourer stole into their abbey, the profane beast forced the monks to help it inside the Iron Crypt. It successfully broke into the first of three vaults, releasing an army of wights. The story of the devourer and his wight army is told in Dungeon Crawl Classics #12: The Blackguard's Revenge. Now, in the Iron Crypt of the Heretics, the heroes must venture into a crypt designed by the world's greatest thieves, magicians, and seers, solve its puzzles and deadly traps, and seal it once more from the outside world.

Features:

A devious, dangerous dungeon built to keep great evil imprisoned forever.

Iron Crypt of the Heretics is a sequel to the module the Blackguard?s Revenge. It is not necessary though to have that module or to even have run to get a lot of use and a lot of fun out of the Iron Crypt of the Heretics. This is another module I ran [...]

In the course of breaking into a legendary vault that was meant to be sealed for all time (with magical wards and deathtraps, in the most literal sense, to match) the PCs must also contend with what's left of others who tried to enter and a unique enti [...]

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